Having tubble with my turret A.I script.

Having trouble with my turret A.I script not allowing more than one turret firing at once, can any1 help me?

var LookAtTarget: Transform;
var damp = 6.0;
var bullitPrefab: Transform;
static var savedTime;

function Update () 
{
	if(LookAtTarget)
	{
		var rotate = Quaternion.LookRotation(LookAtTarget.position - transform.position);
		transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
	}
	
	transform.LookAt(LookAtTarget);
	
	var seconds : int = Time.time;
	var oddeven = (seconds % 2);
	
	if(oddeven)
	{
	  Shot(seconds);
	}
}

function Shot(seconds)
{
	if(seconds != savedTime)
	{
		
		var bullit = Instantiate(bullitPrefab, transform.Find("TurretSpawnPoint").transform.position, Quaternion.identity);
		bullit.rigidbody.tag = "EnamyProgectile";
		bullit.rigidbody.AddForce(transform.forward * 800);
	
		savedTime=seconds;
	}
}

Change the declaration of savedTime:

var savedTime: int = 0;

This variable was originally declared as static: a static var is unique, thus all turrets would use the same savedTime variable; when one of them shot, the savedTime was updated to the current Time.time, and the others would not be allowed to shoot.

Removing the static keyword makes the variable local to the script, thus each turret will have its own instance of savedTime and may shoot independently.